Exemple #1
0
void KeyEvent(unsigned char key,int x,int y){
    if(key==0x1b)
	CleanUp(),exit(0);
    if(key=='a')
	MovePiece(2,f,p);
    if(key=='d')
	MovePiece(4,f,p);
    if(key==' ')
	RolePiece(0,f,p);
    if(key=='s')
	MovePiece(3,f,p);
}
Exemple #2
0
	void Board::UndoMove(const Move& inputMove, Players player){
		_moveFinder->Invalidate();
		Move move = ShiftMoveBack(inputMove);
		Vector2D from = _converter->ToAbsolute(move.GetFromCell());
		Vector2D to = _converter->ToAbsolute(move.GetToCell());
		Vector2D used;
		if(move.HasUsedCell()){
			used = _converter->ToAbsolute(move.GetUsedCell());
		}
		switch(move.GetMoveType()){
			case INSERT:
				DeletePiece(*_grid->GetCellAt(to));
			return;
			case STEP:
				if(move.HasUsedCell()){
					MovePiece(
						*_grid->GetCellAt(to), 
						*_grid->GetCellAt(from), 
						player
					);
					MoveTile(*_grid->GetCellAt(to), *_grid->GetCellAt(used));
					return;
				}
				MovePiece(
					*_grid->GetCellAt(to), 
					*_grid->GetCellAt(from), 
					player
				);
			return; 
			case JUMP:
				if(move.HasUsedCell()){
					JumpPiece(
						*_grid->GetCellAt(to), 
						*_grid->GetCellAt(from), 
						player
					);
					MoveTile(*_grid->GetCellAt(to), *_grid->GetCellAt(used));
					return;
				}
				JumpPiece(
					*_grid->GetCellAt(to), 
					*_grid->GetCellAt(from), 
					player
				);
			return; 

		}
	}
Exemple #3
0
	void Board::ExecuteMove(const Move& move, Players player) {
		_moveFinder->Invalidate();
		Vector2D from = _converter->ToAbsolute(move.GetFromCell());
		Vector2D to = _converter->ToAbsolute(move.GetToCell());
		Vector2D used;
		if(move.HasUsedCell()){
			used = _converter->ToAbsolute(move.GetUsedCell());
		}
		switch(move.GetMoveType()){
			case INSERT:
				InsertPiece(*_grid->GetCellAt(to), player);
			return;
			case STEP:
				if(move.HasUsedCell()){
					MovePiece(
						*_grid->GetCellAt(from), 
						*_grid->GetCellAt(to), 
						player, 
						*_grid->GetCellAt(used) 
					);
					return;
				}
				MovePiece(
					*_grid->GetCellAt(from), 
					*_grid->GetCellAt(to), 
					player
				);
			return; 
			case JUMP:
				if(move.HasUsedCell()){
					JumpPiece(
						*_grid->GetCellAt(from), 
						*_grid->GetCellAt(to), 
						player, 
						*_grid->GetCellAt(used) 
					);
					return;
				}
				JumpPiece(
					*_grid->GetCellAt(from), 
					*_grid->GetCellAt(to), 
					player
				);
			return; 
		}
		
	}
Exemple #4
0
Move GetMove(Dudes *Board[8][8])
{
				Move move;
				Coordinates FromCoords = GetFromCoords(Board);
				Coordinates ToCoords= GetToCoords(Board);
				move.To = ToCoords;
				move.From = FromCoords;
				MovePiece(&move, Board);
}
Exemple #5
0
void Gamekeys(void)
{
	char *charptr;

    /* Set up a pointer to the variable we want to change
     * (either the box or the ball) */
	charptr = PieceIsBall ? &BoxOffset : &BallOffset;

	switch(getk())
	{
		case K_DOWN:
		  MovePiece(charptr,0,+1);
		  break;
		case K_UP:
		  MovePiece(charptr,0,-1);
		  break;
		case K_RIGHT:
		  MovePiece(charptr,+1,0);
		  break;
		case K_LEFT:
		  MovePiece(charptr,-1,0);
		  break;
		case K_SWITCH:
		  PieceIsBall^=1;   /* Toggle ball/box */
		  break;
		case K_EXIT:
		  exit(0);
		case K_NEXTLEV:    /* Okay this IS cheating... */
		  if(++Level==MAXLEVEL)
		  { --Level; break; }
		  SetupLevel();
		  break;
		case K_PREVLEV:
		  if(--Level==-1)
		  { ++Level; break; }
		  /* fall thrue */
		case K_CLEAR:
		  SetupLevel();
	}
}
BOOL _PositionStruct::IsMate(void) {
  int i, nGenMoveNum, pcCaptured;
  int mvs[MAX_GEN_MOVES];

  nGenMoveNum = GenerateMoves(mvs);
  for (i = 0; i < nGenMoveNum; i ++) {
    pcCaptured = MovePiece(mvs[i]);
    if (!Checked()) {
      UndoMovePiece(mvs[i], pcCaptured);
      return FALSE;
    } else {
      UndoMovePiece(mvs[i], pcCaptured);
    }
  }
  return TRUE;
}
BOOL _PositionStruct::MakeMove(int mv, int* ppcCaptured /*= NULL*/) {
  int pcCaptured;
  DWORD dwKey;

  dwKey = zobr.dwKey;
  pcCaptured = MovePiece(mv);
  if (Checked()) {
    UndoMovePiece(mv, pcCaptured);
    return FALSE;
  }
  ChangeSide();
  mvsList[nMoveNum].Set(mv, pcCaptured, Checked(), dwKey);
  nMoveNum ++;
  nDistance ++;
    
  // (HPHAN) Return the captured piece as well.
  if ( ppcCaptured != NULL ) {
    *ppcCaptured = pcCaptured;
  }
  return TRUE;
}
Exemple #8
0
int state_see(state_t *state, int move)
{
    uint64_t attackers = util_attacks_to(state, MoveFrom(move)) & ~(1ull << MoveFrom(move));
    int attacked = eval_piece_values[MovePiece(move)];
    int color = Flip(state->turn);
    int ply = 1;
    int attacker;
    int swapstack[64];

    swapstack[0] = eval_real_pvalues[MoveCapture(move)];

    while (attackers)
    {
        uint64_t hits;
        for (attacker = PAWN; attacker <= KING; ++attacker)
        {
            hits = state->pieces[color][attacker] & attackers;
            if (hits)
            {
                break;
            }
        }

        if (attacker > KING)
            break;

        attackers ^= hits & -hits;
        swapstack[ply] = -swapstack[ply - 1] + attacked;
        attacked = eval_real_pvalues[attacker];
        color = Flip(color);
        ply += 1;
    }

    while (--ply)
        swapstack[ply - 1] = -Max(-swapstack[ply - 1], swapstack[ply]);

    return swapstack[0];
}
Exemple #9
0
	void Board::MakeCastleMove(int piece, int destPiece, int source, int destination)
	{
		// Handle castling
		if (Pieces::GetPieceTypeFromPiece(piece) == PieceTypes::King)
		{
			int delta = destination - source;
			if(delta == 2 || delta == -2)
			{
				int rookOrigin = destination + delta / 2;
				if(delta < 0)
				{
					rookOrigin--;
				}
				int rookDestination = destination - delta / 2;
				int rook = Pieces::GetPiece(PieceTypes::Rook, turn);
				MovePiece(rookOrigin, rookDestination, rook);

				ulong oldKey = TranspositionTable::GetPositionKey(rookOrigin, rook);
				ulong newKey = TranspositionTable::GetPositionKey(rookDestination, rook);
				
				zobristKey ^= oldKey;
				zobristKey ^= newKey;			
				
				positionalScore -= Evaluation::PieceSquareValue(rook, rookOrigin);
				positionalScore += Evaluation::PieceSquareValue(rook, rookDestination);

				endgamePositionalScore -= Evaluation::EndgamePieceSquareValue(rook, rookOrigin);
				endgamePositionalScore += Evaluation::EndgamePieceSquareValue(rook, rookDestination);
			}
		}

		if(castleRights.HasRights())
		{
			CastleRights newCastleRights = castleRights;

			// Update castle rights
			if (piece == Pieces::WhiteKing)
			{
				newCastleRights.ClearWhiteKing();
				newCastleRights.ClearWhiteQueen();
			}
			else if(piece == Pieces::BlackKing)
			{
				newCastleRights.ClearBlackKing();
				newCastleRights.ClearBlackQueen();
			}
			else if (piece == Pieces::WhiteRook)
			{
				if (source == MoveGenerator::whiteKingsideRook)
				{
					newCastleRights.ClearWhiteKing();
				}
				else if (source == MoveGenerator::whiteQueensideRook)
				{
					newCastleRights.ClearWhiteQueen();
				}
			}
			else if (piece == Pieces::BlackRook)
			{
				if (source == MoveGenerator::blackKingsideRook)
				{
					newCastleRights.ClearBlackKing();
				}
				else if (source == MoveGenerator::blackQueensideRook)
				{
					newCastleRights.ClearBlackQueen();
				}
			}
			
			// did we capture a rook?
			if (destPiece == Pieces::BlackRook)
			{
				if (destination == MoveGenerator::blackKingsideRook)
				{
					newCastleRights.ClearBlackKing();
				}
				else if (destination == MoveGenerator::blackQueensideRook)
				{
					newCastleRights.ClearBlackQueen();
				}
			}
			else if(destPiece == Pieces::WhiteRook)
			{
				if (destination == MoveGenerator::whiteKingsideRook)
				{
					newCastleRights.ClearWhiteKing();
				}
				else if (destination == MoveGenerator::whiteQueensideRook)
				{
					newCastleRights.ClearWhiteQueen();
				}
			}

			if(newCastleRights.GetRights() != castleRights.GetRights())
			{
				zobristKey ^= TranspositionTable::GetCastleKey(castleRights);
				castleRights = newCastleRights;
				zobristKey ^= TranspositionTable::GetCastleKey(castleRights);
			}
		}
	}
Exemple #10
0
	void Board::UndoMove(int move, bool updateDrawState, const BoardState& undoState)
	{
		updateDrawState = true;
		isInCheck = undoState.isInCheck;
		castleRights = undoState.castleRights;
		enPassantRights = undoState.enPassantRights;
		drawMoveCount = undoState.drawMoveCount;
		materialScore = undoState.materialScore;
		positionalScore = undoState.positionalScore;
		endgamePositionalScore = undoState.endgamePositionalScore;

		if (move != NullMove)
		{
			turnsPlayed--;
			UndoMoveDrawState(updateDrawState);

			int source = GetSourceFromMove(move);
			int dest = GetDestFromMove(move);
			int piece = GetPiece(dest);

			MovePiece(dest, source, piece);
			
			if (GetPromoFromMove(move) != PieceTypes::None)
			{
				RemovePiece(source, piece);
				int oldPiece = Pieces::GetPiece(PieceTypes::Pawn, OtherColor(turn));
				AddPiece(source, oldPiece);
			}

			if (capturedPiece != PieceTypes::None)
			{
				int capture = Pieces::GetPiece(capturedPiece, turn);
				// was this an en passant capture? 
				if (enPassantRights.HasEnPassant() && dest == enPassantRights.CaptureSquare() && Pieces::GetPieceTypeFromPiece(piece) == PieceTypes::Pawn)
				{
					AddPiece(enPassantRights.PawnSquare(), capture);
				}
				else
				{
					AddPiece(dest, capture);
				}
			}

			// if this was a castle move, restore the rook
			if (Pieces::GetPieceTypeFromPiece(piece) == PieceTypes::King)
			{
				int delta = dest - source;
				if(delta == 2 || delta == -2)
				{
					int rookOrigin = dest + delta / 2;
					if(delta < 0)
					{
						rookOrigin--;
					}
					int rookDestination = dest - delta / 2;
					int rook = Pieces::GetPiece(PieceTypes::Rook, OtherColor(turn));
					MovePiece(rookDestination, rookOrigin, rook);
				}
			}

			capturedPiece = undoState.capturedPiece;
		}

		turn = OtherColor(turn);
		zobristKey = undoState.zobristKey;
		pawnZobristKey = undoState.pawnZobristKey;
	}
Exemple #11
0
	void Board::MovePiece(Cell<int>& from, Cell<int>& to, Players owner, Cell<int>& tileUsed){
		// convertions already happend save to update converter
		_moveFinder->Invalidate();
		MoveTile(tileUsed, to);
		MovePiece(from, to, owner);
	}
Exemple #12
0
	void Board::MakeMove(int move, bool updateDrawState, BoardState& undoState)
	{
		updateDrawState = true;

		undoState.isInCheck = isInCheck;
		undoState.capturedPiece = capturedPiece;
		undoState.castleRights = castleRights;
		undoState.enPassantRights = enPassantRights;
		undoState.drawMoveCount = drawMoveCount;
		undoState.zobristKey = zobristKey;
		undoState.pawnZobristKey = pawnZobristKey;
		undoState.materialScore = materialScore;
		undoState.positionalScore = positionalScore;
		undoState.endgamePositionalScore = endgamePositionalScore;

		if (move != NullMove)
		{
			drawMoveCount++;

			int source = GetSourceFromMove(move);
			int destination = GetDestFromMove(move);

			int piece = GetPiece(source);
			int destPiece = GetPiece(destination);

			MakeCaptureMove(destination, destPiece);
			MovePiece(source, destination, piece);

			MakePromotionMove(move, source, destination, piece);
			MakeCastleMove(piece, destPiece, source, destination);

			bool isPawn = Pieces::GetPieceTypeFromPiece(piece) == PieceTypes::Pawn;
			MakeEnPassantMove(isPawn, source, destination);
			
			turn = OtherColor(turn);
			zobristKey ^= TranspositionTable::GetTurnKey();

			//assert(!IsKingInCheck(OtherColor(turn)));
			ulong oldKey = TranspositionTable::GetPositionKey(source, piece);
			ulong newKey = TranspositionTable::GetPositionKey(destination, piece);
			ulong diff = oldKey ^ newKey;
			zobristKey ^= diff;

			if (isPawn)
			{
				pawnZobristKey ^= diff;
				drawMoveCount = 0;
			}

			positionalScore -= Evaluation::PieceSquareValue(piece, source);
			positionalScore += Evaluation::PieceSquareValue(piece, destination);

			endgamePositionalScore -= Evaluation::EndgamePieceSquareValue(piece, source);
			endgamePositionalScore += Evaluation::EndgamePieceSquareValue(piece, destination);

			MakeMoveDrawState(updateDrawState);
			turnsPlayed++;
			
			isInCheck = IsKingInCheck(turn);
		}
		else
		{
			// don't allow a null move when in check.
			assert(!GetIsInCheck());
			zobristKey ^= TranspositionTable::GetEnPassantKey(enPassantRights);
			enPassantRights = EnPassantRights::NoEnPassant;
			zobristKey ^= TranspositionTable::GetEnPassantKey(enPassantRights);
			
			turn = OtherColor(turn);
			zobristKey ^= TranspositionTable::GetTurnKey();
		}
	}
Exemple #13
0
 void MakeMove(int mv) {         // 走一步棋
   MovePiece(mv);
   ChangeSide();
 }
Exemple #14
0
	void Board::JumpPiece(Cell<int>& from, Cell<int>& to, Players owner){
		_moveFinder->Invalidate();
		Flip(from);
		MovePiece(from, to, owner);
	}
Exemple #15
0
int main()
{
    LoadAssets();
    ClearObjects();
    InitialiseStage();

    uint16_t oldKeys = REG_P1;

    Cursor cursor = Cursor(0);

    bool pieceSelected = false;
    int currentPiece = 0;
    int* moves = new int[28];
    int* takingMoves = new int[16];

    int currentTurnColor = WHITE;
    for(int i = 0; i < 2; i++)
        for(int j = 0; j < 16; j++)
            _lostPieces[i][j] = -1;


    while (true)
    {
        if(!(REG_P1 & KEY_RIGHT) && (oldKeys & KEY_RIGHT))
            cursor.Move(1,  0);
        if(!(REG_P1 & KEY_LEFT) && (oldKeys & KEY_LEFT))
            cursor.Move(-1, 0);
        if(!(REG_P1 & KEY_DOWN) && (oldKeys & KEY_DOWN))
            cursor.Move(0,  1);
        if(!(REG_P1 & KEY_UP) && (oldKeys & KEY_UP))
            cursor.Move(0, -1);

        if(!(REG_P1 & KEY_A) && (oldKeys & KEY_A))
        {
            if(PieceAt(cursor.X(), cursor.Y()))
            {
                pieceSelected = true;
                for(int i = 0; i < 16 && takingMoves[i] >= 0; i++)
                    if(takingMoves[i] % 8 == cursor.X() && takingMoves[i] / 8 == cursor.Y())
                    {
                        TakePiece(currentPiece % 8, currentPiece / 8, cursor.X(), cursor.Y());
                        currentTurnColor = (currentTurnColor == WHITE ? BLACK : WHITE);
                        pieceSelected = false;
                        ClearHighlights();
                        takingMoves[0] = -1;
                        break;
                    }

                if(pieceSelected && PieceColor(cursor.X(), cursor.Y()) == currentTurnColor)
                {
                    ClearHighlights();

                    AvailableMoves(cursor.X(), cursor.Y(), moves, takingMoves);

                    currentPiece = cursor.Y() * 8 + cursor.X();

                    for(int i = 0; i < 28 && moves[i] >= 0; i++)
                        Highlight(moves[i] % 8, moves[i] / 8, GREEN);

                    for(int i = 0; i < 16 && takingMoves[i] >= 0; i++)
                        Highlight(takingMoves[i] % 8, takingMoves[i] / 8, RED);
                }
            }
            else if(pieceSelected)
            {
                ClearHighlights();

                if(!PieceAt(cursor.X(), cursor.Y()))
                {
                    for(int i = 0; i < 28 && moves[i] >= 0; i++)
                        if(moves[i] % 8 == cursor.X() && moves[i] / 8 == cursor.Y())
                        {
                            MovePiece(currentPiece % 8, currentPiece / 8, cursor.X(), cursor.Y());
                            currentTurnColor = (currentTurnColor == WHITE ? BLACK : WHITE);
                            pieceSelected = false;
                            break;
                        }
                }
            }
        }

        oldKeys = REG_P1;

        if(currentTurnColor == WHITE)
            DrawString(20, 1, "WHITE", 5);
        else
            DrawString(20, 1, "BLACK", 5);

        WaitVSync();
        UpdateObjects();
    }

    return 0;
}
Exemple #16
0
void TakePiece(int cx, int cy, int nx, int ny)
{
    MovePiece(cx, cy, nx, ny);
}
Exemple #17
0
void Gamekeys(void)
{
	char *charptr;

    /* Set up a pointer to the variable we want to change
     * (either the box or the ball) */
	charptr = PieceIsBall ? &BoxOffset : &BallOffset;

	switch(fgetc_cons())
	{
#ifndef DKTRONICS
#ifndef __ZX80__
		case '0':
			#asm
			ld	a,$1e
			ld	i,a
			#endasm
			break;
		case '1':
			#asm
			ld	a,$2e
			ld	i,a
			#endasm
			break;
		case '2':
			#asm
			ld	a,$84
			ld	i,a
			#endasm
			break;
		case '3':
			#asm
			ld	a,$8e
			ld	i,a
			#endasm
			break;
		case '4':
			#asm
			ld	a,$9e
			ld	i,a
			#endasm
			break;
		case '5':
			#asm
			ld	a,$30
			ld	i,a
			#endasm
			break;
		case '6':
			#asm
			ld	a,$32
			ld	i,a
			#endasm
			break;
#endif
#endif
		case K_DOWN:
		  MovePiece(charptr,0,+1);
		  break;
		case K_UP:
		  MovePiece(charptr,0,-1);
		  break;
		case K_RIGHT:
		  MovePiece(charptr,+1,0);
		  break;
		case K_LEFT:
		  MovePiece(charptr,-1,0);
		  break;
		case K_SWITCH:
		  PieceIsBall^=1;   /* Toggle ball/box */
		  #ifdef SOUND
		    bit_fx4 (5);
		  #endif
		  //while (getk() == K_SWITCH) {}
		#ifdef __ZX80__
			// make the display 'hop' to notify that we're switching
			gen_tv_field();
		#endif
		  break;
		case K_EXIT:
		  exit(0);
		case K_NEXTLEV:    /* Okay this IS cheating... */
		  if(++Level==MAXLEVEL)
		  { --Level; break; }
		  SetupLevel();
		  break;
		case K_PREVLEV:
		  if(--Level==-1)
		  { ++Level; break; }
		  /* fall thrue */
		case K_CLEAR:
		  #ifdef SOUND
		    bit_fx4 (3);
		  #endif
		  SetupLevel();
		  break;
	}
}
Exemple #18
0
// On effectue un coup dans l'echiquier. On mettera a jour tout
// les structures necessaire.
void MakeMove(int ply, TMove& move, int wtm)
{
  // Pour le defaire.
  cb.Regle50CoupStore[cb.NoCoups] = cb.Regle50Coup;
  cb.Regle50Coup++;
  cb.Positions[cb.NoCoups] = cb.CleHachage;

	// Les coups joues.
	cb.ListeRoque[cb.NoCoups] = cb.Roque;
	cb.ListeMove[ cb.NoCoups ] = move;

  // Effectuer les changements pour toutes les pieces.
  MovePiece( cb.piece, move );
  MovePieceR90L( cb.pieceR90L, move );
  MovePieceR45L( cb.pieceR45L, move );
  MovePieceR45R( cb.pieceR45R, move );
  if ( wtm ) {
    MovePiece( cb.pieceb, move );
    // Si il y avait une piece noire, elle a ete capture.
    ClearBit( cb.piecen, move.To );
    cb.EnPassantB[ply+1] = -1;
  }
  else {
    MovePiece( cb.piecen, move );
    // Si il y avait une piece blanche, elle a ete capture.
    ClearBit( cb.pieceb, move.To );
    cb.EnPassantN[ply+1] = -1;
  }

  cb.board[move.From] = 0;

  switch( move.Piece ) {
    case pion :
    // On bouge un pion.
    // 1- On avance d'une ou deux case.
    // 3- On a une promotion.
    cb.Regle50Coup=0;
    if ( wtm ) {
      MovePiece( cb.pionb, move );
      cb.board[move.To] = pion;
      // On calcul le positonnel.
      cb.CleHachage ^= ClePionB[move.From];
      cb.CleHachage ^= ClePionB[move.To];
	  if (move.Promotion) {
		// On enlève un pion.
		ClearBit( cb.pionb, move.To );
		cb.CleHachage ^= ClePionB[move.From];
		cb.TotalPionBlanc--;
		cb.NbWhitePieces++;
		cb.board[move.To] = move.Promotion;
		switch( move.Promotion ) {
	        case dame:
			SetBit( cb.dameb, move.To );
			cb.CleHachage ^= CleDameB[move.To];
			// Blanc gagne une dame.
			cb.TotalDameBlanche++;
            cb.ScoreMaterielBlanc += (SCORE)VALDAME-VALPION;
			break;
		case tour:
			SetBit(cb.tourb, move.To);
			cb.CleHachage ^= CleTourB[move.To];
			// Blanc gagne une tour.
			cb.TotalTourBlanche++;
			cb.ScoreMaterielBlanc += (SCORE)VALTOUR-VALPION;
			break;
		case fou:
			SetBit(cb.foub, move.To);
			cb.CleHachage ^= CleFouB[move.To];
			// Blanc gagne une fou.
			cb.TotalFouBlanc++;
			cb.ScoreMaterielBlanc += (SCORE)VALFOU-VALPION;
			break;
		case cavalier:
			SetBit(cb.cavalierb, move.To);
			cb.CleHachage ^= CleCavalierB[move.To];
			// Blanc gagne une cavalier.
			cb.TotalCavalierBlanc++;
			cb.ScoreMaterielBlanc += (SCORE)VALCAVALIER-VALPION;
			break;
		}
      }
    }
    else {
      // Pions noirs
      MovePiece( cb.pionn, move );
      cb.board[move.To] = -pion;
      cb.CleHachage ^= ClePionN[move.From];
      cb.CleHachage ^= ClePionN[move.To];
	  if (move.Promotion) {
		  // Enlever un pion.
		  ClearBit( cb.pionn, move.To );
		  cb.board[move.To] = -(char)move.Promotion;
		  cb.CleHachage ^= ClePionN[move.From];
		  cb.TotalPionNoir--;
		  cb.NbBlackPieces++;
		  switch( move.Promotion ) {
			case dame:
			  SetBit( cb.damen, move.To );
			  cb.CleHachage ^= CleDameN[move.To];
			  // Noir gagne une dame.
			  cb.TotalDameNoire++;
			  cb.ScoreMaterielNoir += (SCORE)VALDAME-VALPION;
			  break;
			case tour:
			  SetBit( cb.tourn, move.To );
			  cb.CleHachage ^= CleTourN[move.To];
			  // Noir gagne une tour.
			  cb.TotalTourNoire++;
			  cb.ScoreMaterielNoir += (SCORE)VALTOUR-VALPION;
			  break;
			case fou:
			  SetBit( cb.foun, move.To );
			  cb.CleHachage ^= CleFouN[move.To];
			  // Noir gagne un fou.
			  cb.TotalFouNoir++;
			  cb.ScoreMaterielNoir += (SCORE)VALFOU-VALPION;
			  break;
			case cavalier:
			  SetBit( cb.cavaliern, move.To );
			  cb.CleHachage ^= CleCavalierN[move.To];
			  // Noir gagne un cavalier.
			  cb.TotalCavalierNoir++;
			  cb.ScoreMaterielNoir += (SCORE)VALCAVALIER-VALPION;
			  break;
		  }
	  }
    }
    break;

    // Les cavaliers.
    case cavalier:
      if ( wtm ) {
        MovePiece( cb.cavalierb, move );
        cb.board[move.To] = cavalier;
        cb.CleHachage ^= CleCavalierB[move.From];
        cb.CleHachage ^= CleCavalierB[move.To];
      }
      else {
        MovePiece( cb.cavaliern, move );
        cb.board[move.To] = -cavalier;
        cb.CleHachage ^= CleCavalierN[move.From];
        cb.CleHachage ^= CleCavalierN[move.To];
      }
      break;

    // Les fous.
    case fou:
      if ( wtm ) {
        MovePiece( cb.foub, move );
        cb.board[move.To] = fou;
        cb.CleHachage ^= CleFouB[move.From];
        cb.CleHachage ^= CleFouB[move.To];
      }
      else {
        MovePiece( cb.foun, move );
        cb.board[move.To] = -fou;
        cb.CleHachage ^= CleFouN[move.From];
        cb.CleHachage ^= CleFouN[move.To];
      }
      break;

    // Les tours.
    case tour:
      if ( wtm ) {
        MovePiece( cb.tourb, move );
        cb.board[move.To] = tour;
        cb.CleHachage ^= CleTourB[move.From];
        cb.CleHachage ^= CleTourB[move.To];
        if ( move.From == H1 ) {
          cb.Roque |= ROQUEROIBLANC;
        }
        else if ( move.From == A1 ) {
          cb.Roque |= ROQUEDAMEBLANC;
        }
      }
      else {
        MovePiece( cb.tourn, move );
        cb.board[move.To] = -tour;
        cb.CleHachage ^= CleTourN[move.From];
        cb.CleHachage ^= CleTourN[move.To];
        if ( move.From == H8 ) {
          cb.Roque |= ROQUEROINOIR;
        }
        else if ( move.From == A8 ) {
          cb.Roque |= ROQUEDAMENOIR;
        }
      }
      break;

    // Les dames.
    case dame:
      if ( wtm ) {
        MovePiece( cb.dameb, move );
        cb.board[move.To] = dame;
        cb.CleHachage ^= CleDameB[move.From];
        cb.CleHachage ^= CleDameB[move.To];
      }
      else {
        MovePiece( cb.damen, move );
        cb.board[move.To] = -dame;
        cb.CleHachage ^= CleDameN[move.From];
        cb.CleHachage ^= CleDameN[move.To];
      }
      break;

    // Les rois.
    case roi:
      if ( wtm ) {
        MovePiece( cb.roib, move );
        cb.board[move.To] = roi;
        cb.Roque |= ROQUEROIBLANC | ROQUEDAMEBLANC;
        cb.PositionRoiBlanc = move.To;
        cb.CleHachage ^= CleRoiB[move.From];
        cb.CleHachage ^= CleRoiB[move.To];
        // Verifier pour le roque.
        if ( move.From == E1 && (move.To == G1 || move.To == C1 )) {
           TMove movetour;
            // Deplacer la tour.
            // Cote roi.
            if ( move.To == G1 ) {
              movetour.From = H1; movetour.To = F1;
            }
            // Cote dame.
            else {
              movetour.From = A1; movetour.To = D1;
            }

            MovePiece( cb.piece, movetour );
            MovePieceR90L( cb.pieceR90L, movetour );
            MovePieceR45L( cb.pieceR45L, movetour );
            MovePieceR45R( cb.pieceR45R, movetour );
            MovePiece( cb.pieceb, movetour );
            MovePiece( cb.tourb, movetour );
            cb.board[movetour.To] = tour;
            cb.board[movetour.From] = 0;
            cb.CleHachage ^= CleTourB[movetour.From];
            cb.CleHachage ^= CleTourB[movetour.To];
        }
      }
      else {
        MovePiece( cb.roin, move );
        cb.board[move.To] = -roi;
        cb.Roque |= ROQUEROINOIR | ROQUEDAMENOIR;
        cb.PositionRoiNoir = move.To;
        cb.CleHachage ^= CleRoiN[move.From];
        cb.CleHachage ^= CleRoiN[move.To];
        if ( move.From == E8 && (move.To == G8 || move.To == C8 )) {
            TMove movetour;
            // Deplacer la tour.
            // Cote roi.
            if ( move.To == G8 ) {
              movetour.From = H8; movetour.To = F8;
            }
            else {
              movetour.From = A8; movetour.To = D8;
            }

            MovePiece( cb.piece, movetour );
            MovePieceR90L( cb.pieceR90L, movetour );
            MovePieceR45L( cb.pieceR45L, movetour );
            MovePieceR45R( cb.pieceR45R, movetour );
            MovePiece( cb.piecen, movetour );
            MovePiece( cb.tourn, movetour );
            cb.board[movetour.To] = -tour;
            cb.board[movetour.From] = 0;
            cb.CleHachage ^= CleTourN[movetour.From];
            cb.CleHachage ^= CleTourN[movetour.To];
        } // Roque.
      }
      break;
  }

  // Maintenant, verifier si une piece a ete capture et mettre a jour
  // en cas de besoin.
  if ( move.Capture ) {
    cb.Regle50Coup=0;
    switch( move.Capture ) {
      // Un pion.
      case pion :
        if ( wtm ) {
          // Noir perd un pion.
          cb.TotalPionNoir--;
          cb.TotalMaterielNoir--;
          cb.ScoreMaterielNoir -= VALPION;
          int to = move.To;
          if ( move.EnPassant ) {
            to += 8;
            cb.board[to] = 0;
            ClearBit( cb.piece, to );
            ClearBit( cb.piecen, to );
            ClearR90L( cb.pieceR90L, to );
            ClearR45L( cb.pieceR45L, to );
            ClearR45R( cb.pieceR45R, to );
          }
          cb.CleHachage ^= ClePionN[to];
          ClearBit( cb.pionn, to );
        }
        else {
          // Blanc perd un pion.
          cb.TotalPionBlanc--;
          cb.TotalMaterielBlanc--;
          cb.ScoreMaterielBlanc -= VALPION;
          int to = move.To;
          if ( move.EnPassant ) {
            to -= 8;
            cb.board[to] = 0;
            ClearBit( cb.piece, to );
            ClearBit( cb.pieceb, to );
            ClearR90L( cb.pieceR90L, to );
            ClearR45L( cb.pieceR45L, to );
            ClearR45R( cb.pieceR45R, to );
          }
          cb.CleHachage ^= ClePionB[to];
          ClearBit( cb.pionb, to );
        }
        break;
      // Un cavalier.
      case cavalier :
        if ( wtm ) {
          // Noir perd un cavalier.
          cb.TotalCavalierNoir--;
          cb.NbBlackPieces--;
          cb.TotalMaterielNoir--;
          cb.ScoreMaterielNoir -= VALCAVALIER;
          ClearBit( cb.cavaliern, move.To );
          cb.CleHachage ^= CleCavalierN[move.To];
        }
        else {
          // Blanc perd un cavalier.
          cb.TotalCavalierBlanc--;
          cb.NbWhitePieces--;
          cb.TotalMaterielBlanc--;
          cb.ScoreMaterielBlanc -= VALCAVALIER;
          ClearBit( cb.cavalierb, move.To );
          cb.CleHachage ^= CleCavalierB[move.To];
        }
        break;

      // Un fou.
      case fou :
        if ( wtm ) {
          // Noir perd un fou.
          cb.TotalFouNoir--;
          cb.NbBlackPieces--;
          cb.TotalMaterielNoir--;
          cb.ScoreMaterielNoir -= VALFOU;
          ClearBit( cb.foun, move.To );
          cb.CleHachage ^= CleFouN[move.To];
        }
        else {
          // Blanc perd un fou.
          cb.TotalFouBlanc--;
          cb.NbWhitePieces--;
          cb.TotalMaterielBlanc--;
          cb.ScoreMaterielBlanc -= VALFOU;
          ClearBit( cb.foub, move.To );
          cb.CleHachage ^= CleFouB[move.To];
        }
        break;

      // Une tour.
      case tour :
        if ( wtm ) {
          // Noir perd une tour.
          cb.TotalTourNoire--;
          cb.NbBlackPieces--;
          cb.TotalMaterielNoir--;
          cb.ScoreMaterielNoir -= VALTOUR;
          ClearBit( cb.tourn, move.To );
          ClearBit( cb.piecen, move.To );
          cb.CleHachage ^= CleTourN[move.To];
          if ( move.To == H8 ) {
            cb.Roque |= ROQUEROINOIR;
          }
          else
            if ( move.To == A8 ) {
            cb.Roque |= ROQUEDAMENOIR;
          }
        }
        else {
          // Blanc perd une tour.
          cb.TotalTourBlanche--;
          cb.NbWhitePieces--;
          cb.TotalMaterielBlanc--;
          cb.ScoreMaterielBlanc -= VALTOUR;
          ClearBit( cb.tourb, move.To );
          ClearBit( cb.pieceb, move.To );
          cb.CleHachage ^= CleTourB[move.To];
          if ( move.To == H1 ) {
            cb.Roque |= ROQUEROIBLANC;
          }
          else
            if ( move.To == A1 ) {
              cb.Roque |= ROQUEDAMEBLANC;
            }
        }
        break;

      // Une dame.
      case dame :
        if ( wtm ) {
          // Noir perd une dame.
          cb.TotalDameNoire--;
          cb.NbBlackPieces--;
          cb.TotalMaterielNoir--;
          cb.ScoreMaterielNoir -= VALDAME;
          ClearBit( cb.damen, move.To );
          cb.CleHachage ^= CleDameN[move.To];
        }
        else {
          // Blanc perd une dame.
          cb.TotalDameBlanche--;
          cb.NbWhitePieces--;
          cb.TotalMaterielBlanc--;
          cb.ScoreMaterielBlanc -= VALDAME;
          ClearBit( cb.dameb, move.To );
          cb.CleHachage ^= CleDameB[move.To];
        }
        break;
    }
  }

  // Verifier si genere une possibilite de en passant.
  if ( move.Piece == pion ) {
    if ( wtm ) {
      if ( move.From - move.To == 16 )
        cb.EnPassantB[ply+1] = move.To + 8;
    }
    else {
      if ( move.To - move.From == 16 )
        cb.EnPassantN[ply+1] = move.To - 8;
    }
  }

  cb.vide = ~cb.piece;
  cb.NoCoups++;
}
Exemple #19
0
int ChessBoard::MakeMove(const ChessMove& move)
{ 
	if (move.isCastle() )
	{
		ChessPiece* _king;
		ChessPiece* _rook;
		if (bWhiteMove)
			_king = GetPiece(_WhitePlayer->GetKingLocation());
			else {
				_king = GetPiece(_BlackPlayer->GetKingLocation());
			}
		
		
		int col;
		if (bWhiteMove)
			col = 0;
			else {
				col = 7;
			}
		
		if (move.isKingSideCastle() )
		{
			_rook = GetPiece(7, col);
			Castle(_king, _rook, true, col);
		}
		else {
			_rook = GetPiece(0, col);
			Castle(_king, _rook, false, col);
		}
		
	}
	else if (move.isPromotion() )
	{
		ChessPiece* _pawn = GetPiece(move.getStartingRow(), move.getStartingCol());
		ChessSquare* newMove = new ChessSquare(move.getRow(), move.getCol() );
		PromotePawn(dynamic_cast<Pawn*>(_pawn),
					newMove ,
					move.GetPromotionChar()
					);
		//ChessBoard::GetInstance()->PrintBoard();
		delete newMove;
		
	}
	else if (move.IsEnPassant())
	{
		EnPassantCapture(move.getPiece(), ChessSquare(move.getRow(), move.getCol()), move.getCapturedPiece()->GetLocation()); // to code this later
	}
	else if (move.isCapture())
	{
		MakeCapture(move.getPiece(), ChessSquare(move.getRow(), move.getCol()));
	}
	else
		MovePiece(move.getPiece(), move.getRow(), move.getCol());
	
	if (move.isPromotion())
	{
		ResolveLineOfSight(Board[move.getRow()][move.getCol()]);
	}
	else if (!move.isCastle())
	{
		ResolveLineOfSight(move.getPiece());
	}
	else
	{
		ResolveCastleLineOfSight(!bWhiteMove);
	}
	//move->Delete();
	//delete(move);
	
	return 0;
}
Exemple #20
0
void MainLoop()
{
    //QueryPerformanceFrequency(&nFreq);
    //QueryPerformanceCounter(&nBefore);
    
    DWORD StartTime,EndTime,PassTime;
    double l_StartTime,l_EndTime,l_PassTime;
#ifdef _WIN32
    StartTime=timeGetTime();
#else
    l_StartTime=gettimeofday_sec();
#endif
    ARUint8		*image;
    ARMarkerInfo	*marker_info;
    int			 marker_num;
    int			 j,k;

    if( (image = (ARUint8*)arVideoGetImage() )==NULL){
	arUtilSleep(2);
	return;
    }

    argDrawMode2D();
    argDispImage(image, 0, 0);


    if(arDetectMarker(image, thresh, &marker_info, &marker_num) < 0){
	CleanUp();
	exit(0);
    }
    arVideoCapNext();

    k=-1;
    for(j=0;j<marker_num;j++){   
	if(patt_id==marker_info[j].id){
	    k = (k==-1)  ?   j : k;
	    k = (marker_info[k].cf < marker_info[j].cf)   ?  j: k;
	}
    }

    if(k!=-1) {
	if(isFirst==true)
	    nyar_NyARTransMat_O2_transMat(nyobj,&marker_info[k],patt_center,patt_width,patt_trans);
	else
	    nyar_NyARTransMat_O2_transMatCont(nyobj,&marker_info[k],patt_trans,patt_center,patt_width,patt_trans);

	isFirst=false;

	if(GameOver==false){
	    if(arUtilTimer()>1.0){
		MovePiece(3,f,p); 
		score+=f.ShiftPiece(f.deletePiece());
		arUtilTimerReset();
		GameOver=GameOverCheck(f,p);
	    }
	}
	else{
	    if(arUtilTimer()>15.0)
		InitGame();
	}
	DrawObject();
    }

    argSwapBuffers();
#ifdef _WIN32
    EndTime=timeGetTime();
    PassTime=EndTime-StartTime;
    (1000/FPS>PassTime)?Wait(1000/FPS-PassTime):Wait(0);
    FPSCount(&fps);
    printf("FPS=%d\n",fps);
#else
l_EndTime=gettimeofday_sec();
l_PassTime=l_EndTime-l_StartTime;
    ((double)(1000/FPS)>l_PassTime)?Wait((double)1000/FPS-l_PassTime):Wait(0);
    FPSCount(&fps);
    printf("FPS=%d\n",fps);
#endif
   
}
Exemple #21
0
void main(int argc, char *argv[]){
	char keypress = START;
	int ch=0;
	int moves=0;
	char mc[10];

	set_graphics(VGA_320X200X256);

	PrintArrow(80, 105);

	do{	//Game loop
		PrintBorder();
		PrintMenu();
		keypress = (char)getch();

		if(keypress == QUIT){
			keypress = START;					//special condition so that it will not exit on Q press at menu
		}else if(keypress == UP || keypress == UP2){
			Erase(80, 120, 15, 15);
			PrintArrow(80, 105);
			ch = 0;
		}else if(keypress == DOWN || keypress == DOWN2){
			Erase(80, 100, 15, 15);
			PrintArrow(80, 125);
			ch = 1;
		}else if(keypress == ENTER || keypress == SPACE){
			switch(ch){
				case 0:
						EraseAll();
						NewGame(board);
						do{	//Inside-the-game loop
							PrintInstructions(180, 30);
							PrintBoard(30, 30);										//* Always prints update version of board at coordinates
							PrintBorder();														//* Always prints border
							sprintf(mc, "%d", moves);
							Erase(55, 175, 150, 15);
							write_text("Moves: ", 55, 175, WHITE, 0);
							write_text(mc, 120, 175, WHITE, 0);
							ShowHint();

							keypress=(char)getch();

							if(keypress == UP || keypress == UP2){
								//Erase(15, 15, 150, 150);
								MovePiece(keypress);
								moves++;
							}else if(keypress == LEFT || keypress == LEFT2){
								//Erase(15, 15, 150, 150);
								MovePiece(keypress);
								moves++;
							}else if(keypress == RIGHT || keypress == RIGHT2){
								//Erase(15, 15, 150, 150);
								MovePiece(keypress);
								moves++;
							}else if(keypress == DOWN || keypress == DOWN2){
								//Erase(15, 15, 150, 150);
								MovePiece(keypress);
								moves++;
							}else if(keypress == QUIT){
								Erase(55, 175, 150, 15);
								write_text("Really exit? Y/N", 55, 175, WHITE, 0);
								do{
									keypress=(char)getch();
									if(keypress == YES){
										moves = 0;
										keypress = QUIT;
										break;
									}else if(keypress == NO){
										keypress = YES;
										Erase(55, 175, 150, 15);
										break;
									}
								}while(1);
							}else{
								Erase(55, 175, 150, 15);
								write_text("Invalid button!", 55, 175, WHITE, 0);
							}
							if(CheckWin(board)){
								EraseAll();
								write_text("You win!", 125, 85, WHITE, 0);
								moves = 0;
								keypress = QUIT;
							}
						}while(keypress != QUIT);
						EraseAll();
						PrintArrow(80, 105);
						keypress = START;
						break;
				case 1: keypress = QUIT;
						break;
				default: break;
			}
		}
		
	}while(keypress != QUIT);
	
	set_graphics(VGA_TEXT80X25X16);
	clrscr();
}